Configuration of levels When you first run this plugin, a file called levels.yml will be created in the plugin folder. This is where you can configure the levels.
Here you see, that the levels follow a simple YAML-structure. First you enter the level that you want to configure, and under that you specify its chance, namecolor and modifiers.
Please note, that you can create as many levels as you want, but that they have to have names that are integers.
Chance The chance represents the probability that this level is applied to a mob when it spawns. Note that the chances are in decimals and not percent, so 0.5 means 50%. Also note, that since the algorithm uses relative probability, the chances do not need to add up to 1 (or 100%). No matter what the sum of the chances are, any mob that is spawned will be given a level. Please note that all levels must have a chance specified and that it musn't be 0.
Name color This is the color code applied before the name of the mob. Thus if you want level 10 mobs to have red names, the level 10 name color should be &c. You can put whatever minecraft color codes you wish here. You do not need to define a name color for all levels if you do not wish to do so.
Modifiers This is the good part, here you can define how strong a mob should be in a certain level by adding attribute modifiers. A full list of all possible modifiers can be seen below, but for now let's say you want to make a mob very fast. You would use the modifier "movement_speed" as seen in the default configuration of level 1. After the colon you specify what you would like to do with the modifier. You can add, subtract, multiply or divide. To add or subtract 10 from the attribute, you put "+10" or "-10". To multiply or divide, you put "*10" or "/10". Please note that the text after the colon when specifying an attribute modifier must be enclosed in quotation marks.
You can have as many modifiers as you want, but you can only use each modifier once per level.
Note that some modifiers don't apply to all mobs, for instance attack damage doesn't apply to chickens as they can't attack. If a mob is spawned with a level, that has attribute modifiers that do not apply to the mob, they are simply ignored, and the remaining modifiers will of course still be added to the mob.
Using this simple system you can get creative. For instance, if you want all level 15 mobs to be unable to move, you could multiply its movement speed by zero as such: